# \#addforce

**URL:** https://forums.unrealengine.com/tag/addforce/1875.md

[Latest](https://forums.unrealengine.com/latest.md) · [Categories](https://forums.unrealengine.com/categories.md) · [Tags](https://forums.unrealengine.com/tags.md)

---

## [UE 5.8.3 AddForce and AddTorque limited behavior under some threshold ](https://forums.unrealengine.com/t/ue-5-8-3-addforce-and-addtorque-limited-behavior-under-some-threshold/2839835)

<div class="topic-metadata">

**Author:** [@Cym\_IG](https://forums.unrealengine.com/u/Cym_IG)\
**Replies:** 3\
**Last updated:** [October 20, 2026, 6:32pm UTC](https://forums.unrealengine.com/t/ue-5-8-3-addforce-and-addtorque-limited-behavior-under-some-threshold/2839835 "2026-10-20T18:32:35Z")

</div>

Summary When using a blueprint “Add Force” or “Add Torque” block (with or without “Accel Change” toggle enabled), the physics is only correctly applied when the input value is above some threshold. What Type of Bug are …

---

## [What is the unit of AddForce?](https://forums.unrealengine.com/t/what-is-the-unit-of-addforce/316861)

<div class="topic-metadata">

**Author:** [@anonymous\_user\_5be014f9](https://forums.unrealengine.com/u/anonymous_user_5be014f9)\
**Replies:** 12\
**Last updated:** [May 21, 2025, 12:59am UTC](https://forums.unrealengine.com/t/what-is-the-unit-of-addforce/316861 "2025-05-21T00:59:05Z")

</div>

Hey, I have been wondering what is the units of AddForce function? By units I do not mean the parameters - FVector. I mean the physical units. Is it in newtons? I need this because I have an arrow which has a target. I…

---

## [How to add force ignore the actor forward vector?](https://forums.unrealengine.com/t/how-to-add-force-ignore-the-actor-forward-vector/2110978)

<div class="topic-metadata">

**Author:** [@turbotanaka](https://forums.unrealengine.com/u/turbotanaka)\
**Replies:** 3\
**Last updated:** [November 8, 2024, 9:52am UTC](https://forums.unrealengine.com/t/how-to-add-force-ignore-the-actor-forward-vector/2110978 "2024-11-08T09:52:48Z")

</div>

I am trying to move the actor using Add Force by multiplying the direction obtained by Get Unit Direction. However, I want to remove the force on the actor’s forward vector, because I want to change the velocity in a di…

---

## [2D Rope Swing Behavior AddForce vs SetActorLocation](https://forums.unrealengine.com/t/2d-rope-swing-behavior-addforce-vs-setactorlocation/1226362)

<div class="topic-metadata">

**Author:** [@CoastDav](https://forums.unrealengine.com/u/CoastDav)\
**Replies:** 0\
**Last updated:** [July 11, 2023, 8:50pm UTC](https://forums.unrealengine.com/t/2d-rope-swing-behavior-addforce-vs-setactorlocation/1226362 "2023-07-11T20:50:45Z")

</div>

Hey everyone! I’m trying to create a rope-swing behavior in 2D. Currently what I’ve done is raycast from my player towards the mouse position in world space on the X and Z axes. The blueprint then stores that vector le…

---

## [AddForce applies so high forces on low frame rates](https://forums.unrealengine.com/t/addforce-applies-so-high-forces-on-low-frame-rates/723838)

<div class="topic-metadata">

**Author:** [@lRemi](https://forums.unrealengine.com/u/lRemi)\
**Replies:** 5\
**Last updated:** [December 8, 2022, 11:28pm UTC](https://forums.unrealengine.com/t/addforce-applies-so-high-forces-on-low-frame-rates/723838 "2022-12-08T23:28:03Z")

</div>

Hi everyone, I am working now on sliding movement and everything was great until I checked if the logic I wrote works on low frames or not. I got shocked when I got launched so far away that it’s like 10 times the value…

---

## [AddTorqueを使ってロール軸を水平にしたい](https://forums.unrealengine.com/t/addtorque/638804)

<div class="topic-metadata">

**Author:** [@turbotanaka](https://forums.unrealengine.com/u/turbotanaka)\
**Replies:** 2\
**Last updated:** [September 2, 2022, 8:32am UTC](https://forums.unrealengine.com/t/addtorque/638804 "2022-09-02T08:32:18Z")

</div>

上記トピックにある方法を使ってPawnの制御をしているのですが、ピッチを傾けた状態でヨーをかけるとPawnが横倒しになってしまいます。なのでロール軸を水平にする機能を付け加えたいのですが、ベクタの計算に不慣れでやり方が分かりません。 物理の挙動を損ないたくないのでSetRotationのように無理矢理回転を修正したり、回転にロックをかけるのではなく、AddTorqueを使ってロールを修正したいです。どうすれば可能でしょうか。

---

## [Capsule collision bounces off whenever it is on the tip of corner](https://forums.unrealengine.com/t/capsule-collision-bounces-off-whenever-it-is-on-the-tip-of-corner/488601)

<div class="topic-metadata">

**Author:** [@Killrinadubs](https://forums.unrealengine.com/u/Killrinadubs)\
**Replies:** 1\
**Last updated:** [September 10, 2021, 9:34am UTC](https://forums.unrealengine.com/t/capsule-collision-bounces-off-whenever-it-is-on-the-tip-of-corner/488601 "2021-09-10T09:34:03Z")

</div>

Hi, currently I’m trying to make an original character pawn which does not use character movement component using BP. I have set up very basic thirdperson movement left, right, jump and gravity using Add Force, basicall…

---

## [Force scale](https://forums.unrealengine.com/t/force-scale/480246)

<div class="topic-metadata">

**Author:** [@Dev\_wannabe](https://forums.unrealengine.com/u/Dev_wannabe)\
**Replies:** 1\
**Last updated:** [March 14, 2021, 9:16am UTC](https://forums.unrealengine.com/t/force-scale/480246 "2021-03-14T09:16:48Z")

</div>

Is force in unreal engine calculated in Newton? For example: If I have a cube and I use addForce(FVector{100,0,0}), does that mean I apply a force of 100N horizontally?

---

## [How do i prevent External Objects/forces move an Actor?](https://forums.unrealengine.com/t/how-do-i-prevent-external-objects-forces-move-an-actor/475066)

<div class="topic-metadata">

**Author:** [@TheMagmar43](https://forums.unrealengine.com/u/TheMagmar43)\
**Replies:** 3\
**Last updated:** [November 27, 2020, 12:10pm UTC](https://forums.unrealengine.com/t/how-do-i-prevent-external-objects-forces-move-an-actor/475066 "2020-11-27T12:10:14Z")

</div>

I want to know if it is possible to make an actor not move when another object collides with it … But still being abble to move Via BluePrint with “AddForce”. For example: I have two trucks, but “Truck A” is invulnerabl…

---

## [Adding Force to Pawn - Automation Testing](https://forums.unrealengine.com/t/adding-force-to-pawn-automation-testing/470928)

<div class="topic-metadata">

**Author:** [@Floating-Island](https://forums.unrealengine.com/u/Floating-Island)\
**Replies:** 3\
**Last updated:** [September 23, 2020, 9:03pm UTC](https://forums.unrealengine.com/t/adding-force-to-pawn-automation-testing/470928 "2020-09-23T21:03:59Z")

</div>

Hi, I’m having a problem with physics inside unit tests. What I wanted to do is addForce to a Pawn via a method and testing it via unit tests. The pawn is set to simulate physics and it works when paying in editor, but …

---

## [Class "USceneComponent" has no member "AddForce" or "AddImpulse" And "GetMass"](https://forums.unrealengine.com/t/class-uscenecomponent-has-no-member-addforce-or-addimpulse-and-getmass/469033)

<div class="topic-metadata">

**Author:** [@anonymous\_user\_dba308321](https://forums.unrealengine.com/u/anonymous_user_dba308321)\
**Replies:** 4\
**Last updated:** [August 1, 2020, 8:26pm UTC](https://forums.unrealengine.com/t/class-uscenecomponent-has-no-member-addforce-or-addimpulse-and-getmass/469033 "2020-08-01T20:26:31Z")

</div>

in cpp void ANewActor\_::BluprntFunction() { Mesh\_-\>AddForce((FVector::UpVector \* 1000) \* Mesh\_-\>GetMass()); //Mesh\_-\>AddImpulse(FVector(0, 0, 1000) \* Mesh\_-\>GetMass()); //Mesh\_-\>AddForce } in .h pu…

---

## [How to apply force to pawn using c++?](https://forums.unrealengine.com/t/how-to-apply-force-to-pawn-using-c/462703)

<div class="topic-metadata">

**Author:** [@redviper64](https://forums.unrealengine.com/u/redviper64)\
**Replies:** 0\
**Last updated:** [March 25, 2020, 1:33am UTC](https://forums.unrealengine.com/t/how-to-apply-force-to-pawn-using-c/462703 "2020-03-25T01:33:54Z")

</div>

Hello guys, I am working on a personal project about futuristic racing (think wipeout). I am a programmer and this is meant to showcase my programming skills, I am trying to figure out the proper way of adding force to …

---

## [Add Force is jittery for Client but not server](https://forums.unrealengine.com/t/add-force-is-jittery-for-client-but-not-server/438332)

<div class="topic-metadata">

**Author:** [@xRoci](https://forums.unrealengine.com/u/xRoci)\
**Replies:** 0\
**Last updated:** [November 26, 2018, 11:56am UTC](https://forums.unrealengine.com/t/add-force-is-jittery-for-client-but-not-server/438332 "2018-11-26T11:56:17Z")

</div>

Hello, In my prototype I’m adding force to a boat pawn to get it to move under control of a character. It works well for the server but not for the client. The client is really jittery. This is the server This is th…

---

## ["CollisionEnabled" setting of camera does not allow me to use AddForce](https://forums.unrealengine.com/t/collisionenabled-setting-of-camera-does-not-allow-me-to-use-addforce/430321)

<div class="topic-metadata">

**Author:** [@anonymous\_user\_9b529430](https://forums.unrealengine.com/u/anonymous_user_9b529430)\
**Replies:** 1\
**Last updated:** [July 27, 2018, 12:50pm UTC](https://forums.unrealengine.com/t/collisionenabled-setting-of-camera-does-not-allow-me-to-use-addforce/430321 "2018-07-27T12:50:32Z")

</div>

Hello, apologies in advance if it’s a really trivial question, but i have found answers nowhere. My objective is to apply a force to my Static Mesh, which has a camera with a spring arm attached, like so: If i try t…

---

## [AddForce in Build Dubbled](https://forums.unrealengine.com/t/addforce-in-build-dubbled/427924)

<div class="topic-metadata">

**Author:** [@Calador](https://forums.unrealengine.com/u/Calador)\
**Replies:** 0\
**Last updated:** [June 22, 2018, 4:53pm UTC](https://forums.unrealengine.com/t/addforce-in-build-dubbled/427924 "2018-06-22T16:53:54Z")

</div>

Hi everyone, When I use addForce the velocity is doubled in the Build in comparison to PIE. How to reproduce the projekt: Make new projekt add a Pawn add a widget with a text and a funktion addText In the bp from the…

---

## [AddForce works with UCapsuleComponent but not UBoxComponent](https://forums.unrealengine.com/t/addforce-works-with-ucapsulecomponent-but-not-uboxcomponent/346471)

<div class="topic-metadata">

**Author:** [@anonymous\_user\_8b378836](https://forums.unrealengine.com/u/anonymous_user_8b378836)\
**Replies:** 2\
**Last updated:** [March 26, 2018, 1:35pm UTC](https://forums.unrealengine.com/t/addforce-works-with-ucapsulecomponent-but-not-uboxcomponent/346471 "2018-03-26T13:35:59Z")

</div>

Hello All, My problem is that I want to be able to spawn an actor with a UBoxComponent and use AddForce() on it. My items have a USkeletalMeshComponent, but I don’t know how to add a collision volume to a USkeletalMeshC…

---

## [VR - Camera and Controller motion adding impulse](https://forums.unrealengine.com/t/vr-camera-and-controller-motion-adding-impulse/419764)

<div class="topic-metadata">

**Author:** [@MushinZero](https://forums.unrealengine.com/u/MushinZero)\
**Replies:** 0\
**Last updated:** [March 14, 2018, 12:03am UTC](https://forums.unrealengine.com/t/vr-camera-and-controller-motion-adding-impulse/419764 "2018-03-14T00:03:30Z")

</div>

So I’ve got a kind of sliding jetpack type game going on with the Oculus Rift. I am using AddForce to move the player capsule. The problem comes with this not working every time unless ‘Simulate Physics’ on the capsule …

---

## [Projectile changes direction during addForce/addImpulse](https://forums.unrealengine.com/t/projectile-changes-direction-during-addforce-addimpulse/394298)

<div class="topic-metadata">

**Author:** [@zursona](https://forums.unrealengine.com/u/zursona)\
**Replies:** 0\
**Last updated:** [May 22, 2017, 7:40pm UTC](https://forums.unrealengine.com/t/projectile-changes-direction-during-addforce-addimpulse/394298 "2017-05-22T19:40:31Z")

</div>

hi, i’m trying to make jetpack for my game. i simple use addForce function to make character “fly” but if i try to shoot at same time, projectile goes to -Z axis(or +Z after i start fall). any ideas how to fix?

---

## [Add force changing with graphics settings?](https://forums.unrealengine.com/t/add-force-changing-with-graphics-settings/390368)

<div class="topic-metadata">

**Author:** [@LocalJoke](https://forums.unrealengine.com/u/LocalJoke)\
**Replies:** 6\
**Last updated:** [April 9, 2017, 1:43am UTC](https://forums.unrealengine.com/t/add-force-changing-with-graphics-settings/390368 "2017-04-09T01:43:27Z")

</div>

Thank you! Thank you!

---

## [AddForce/AddImpulse won't work](https://forums.unrealengine.com/t/addforce-addimpulse-wont-work/329905)

<div class="topic-metadata">

**Author:** [@anonymous\_user\_32da8d26](https://forums.unrealengine.com/u/anonymous_user_32da8d26)\
**Replies:** 4\
**Last updated:** [March 9, 2017, 3:05am UTC](https://forums.unrealengine.com/t/addforce-addimpulse-wont-work/329905 "2017-03-09T03:05:55Z")

</div>

Hey everyone, I’ve created a Pawn class in C++, added a Mesh component and set physics simulation to true, as well as defining a physics profile to the Mesh (When I skipped this part, gravity wasn’t affecting the object…

---

## [AddForce() after compiling](https://forums.unrealengine.com/t/addforce-after-compiling/385535)

<div class="topic-metadata">

**Author:** [@anonymous\_user\_6e3225b11](https://forums.unrealengine.com/u/anonymous_user_6e3225b11)\
**Replies:** 0\
**Last updated:** [February 20, 2017, 12:50pm UTC](https://forums.unrealengine.com/t/addforce-after-compiling/385535 "2017-02-20T12:50:04Z")

</div>

I have this code binded on button: GetCharacterMovement()-\>AddForce(FVector(( 3000000.0), 0.0f, 3000000.0)); The problem is that just after compiling project horizontal velocity of character reaches something about 800…

---

## [Hover Vehicle, Getting Errors](https://forums.unrealengine.com/t/hover-vehicle-getting-errors/385382)

<div class="topic-metadata">

**Author:** [@Hezzings](https://forums.unrealengine.com/u/Hezzings)\
**Replies:** 0\
**Last updated:** [February 18, 2017, 8:59pm UTC](https://forums.unrealengine.com/t/hover-vehicle-getting-errors/385382 "2017-02-18T20:59:38Z")

</div>

Hello So I created a hover vehicle and I always get the sam error and don’t know how to fix it. If you have a better method of creating a hover vehicle pls send me a node screenshot.

---

## [Collision breaks down](https://forums.unrealengine.com/t/collision-breaks-down/375772)

<div class="topic-metadata">

**Author:** [@idan.lizard](https://forums.unrealengine.com/u/idan.lizard)\
**Replies:** 0\
**Last updated:** [November 8, 2016, 6:20pm UTC](https://forums.unrealengine.com/t/collision-breaks-down/375772 "2016-11-08T18:20:53Z")

</div>

I used addForce for one frame to move an actor component, and sometimes that object just passes through the wall, even in low velocities. I tried to use addImpulse instead and got the same results. Is there a way of fixi…

---

## [Add Force At Location turns block when force is on left side of block but doesn't turn when force is on the right side of block](https://forums.unrealengine.com/t/add-force-at-location-turns-block-when-force-is-on-left-side-of-block-but-doesnt-turn-when-force-is-on-the-right-side-of-block/370641)

<div class="topic-metadata">

**Author:** [@lumbercrack](https://forums.unrealengine.com/u/lumbercrack)\
**Replies:** 0\
**Last updated:** [September 16, 2016, 9:53am UTC](https://forums.unrealengine.com/t/add-force-at-location-turns-block-when-force-is-on-left-side-of-block-but-doesnt-turn-when-force-is-on-the-right-side-of-block/370641 "2016-09-16T09:53:45Z")

</div>

Floor Is static mesh with Physics material. Friction seems not to matter for this issue. Block is same as floor. Both Simulating physics. The block is rotation locked on X and Y. And it has 3 sockets. When i apply forc…

---

## [Adding force independent of framerate in a loop.](https://forums.unrealengine.com/t/adding-force-independent-of-framerate-in-a-loop/363676)

<div class="topic-metadata">

**Author:** [@thomja](https://forums.unrealengine.com/u/thomja)\
**Replies:** 4\
**Last updated:** [July 15, 2016, 4:36am UTC](https://forums.unrealengine.com/t/adding-force-independent-of-framerate-in-a-loop/363676 "2016-07-15T04:36:57Z")

</div>

Hello So I’m very new to this whole blueprint system. But I want to add force to a ball. As you can see in this image here: http://puu.sh/pY8BT/40fc577446.png Once I enter the trigger box, the ball will have some forc…

---

## [Strange bounce happens when addForce a sphere to roll!](https://forums.unrealengine.com/t/strange-bounce-happens-when-addforce-a-sphere-to-roll/352639)

<div class="topic-metadata">

**Author:** [@FranCalvente](https://forums.unrealengine.com/u/FranCalvente)\
**Replies:** 0\
**Last updated:** [April 2, 2016, 4:05pm UTC](https://forums.unrealengine.com/t/strange-bounce-happens-when-addforce-a-sphere-to-roll/352639 "2016-04-02T16:05:26Z")

</div>

Hello! I’ve found this strange behaviour while my “player” rolls over the ground, and when it stops rolling it cannot start rolling again ( - YouTube ) What is going on? ^^’ Screenshot - 5912a3920debfef713e039ba8468550f…

---

## [When Adding Force to the Client from the Server, why would the force applied be different?](https://forums.unrealengine.com/t/when-adding-force-to-the-client-from-the-server-why-would-the-force-applied-be-different/351689)

<div class="topic-metadata">

**Author:** [@pythonxz](https://forums.unrealengine.com/u/pythonxz)\
**Replies:** 11\
**Last updated:** [April 2, 2016, 6:27am UTC](https://forums.unrealengine.com/t/when-adding-force-to-the-client-from-the-server-why-would-the-force-applied-be-different/351689 "2016-04-02T06:27:15Z")

</div>

I am using two different Add Force nodes. One applies force for horizontal movement and jumping, the other applies force for custom gravity. The problem is that it seems that movement is constrained by the gravity appl…

---

## [AddForce to this pawn](https://forums.unrealengine.com/t/addforce-to-this-pawn/347014)

<div class="topic-metadata">

**Author:** [@Moynzy](https://forums.unrealengine.com/u/Moynzy)\
**Replies:** 2\
**Last updated:** [March 9, 2016, 6:36pm UTC](https://forums.unrealengine.com/t/addforce-to-this-pawn/347014 "2016-03-09T18:36:44Z")

</div>

Hello, InputComponent-\>BindAxis("Forward", this, &AMyPawnHover::MoveActor); InputComponent-\>BindAxis("Turn", this, &AMyPawnHover::TurnActor); In those two functions i calculate the current thrust and current turn. W…

---

## [How to get AddForce value to get a specific MaxSpeed](https://forums.unrealengine.com/t/how-to-get-addforce-value-to-get-a-specific-maxspeed/333865)

<div class="topic-metadata">

**Author:** [@42EspoiR](https://forums.unrealengine.com/u/42EspoiR)\
**Replies:** 0\
**Last updated:** [September 30, 2015, 11:01am UTC](https://forums.unrealengine.com/t/how-to-get-addforce-value-to-get-a-specific-maxspeed/333865 "2015-09-30T11:01:03Z")

</div>

HI everyone, I have Ship. Ship have MaxSpeed and i move them using AddForce. I’m looking for the value of the Force that i have to Add to get the MaxSpeed i want. For now i set a force much highter than needed and sto…

---

## [I used add force (character movement) in paper 2d put it doesn't work](https://forums.unrealengine.com/t/i-used-add-force-character-movement-in-paper-2d-put-it-doesnt-work/323964)

<div class="topic-metadata">

**Author:** [@moaz.m\_1](https://forums.unrealengine.com/u/moaz.m_1)\
**Replies:** 0\
**Last updated:** [July 3, 2015, 1:59pm UTC](https://forums.unrealengine.com/t/i-used-add-force-character-movement-in-paper-2d-put-it-doesnt-work/323964 "2015-07-03T13:59:23Z")

</div>

i used add force (character movement) in paper 2d put it doesn’t work i don’t know how to input vector to the function

[Next page](https://forums.unrealengine.com/tag/addforce/1875.md?match_all_tags=true&page=1&tags%5B%5D=addforce)
